Secret Lesson 30
Choosing a Class: Primary Ability, Hit Point Die, Proficiencies, and Starting Features
The first major decision in character creation is:
CHOOSE YOUR CLASS
A Class broadly describes your adventurer's:
-
vocation
-
special talents
-
favored tactics
The SRD provides:
12 CLASSES
Each one gives you a different combination of:
-
Primary Ability
-
Hit Point Die
-
Saving Throw Proficiencies
-
Skill Proficiencies
-
Weapon Proficiencies
-
Tool Proficiencies, where applicable
-
Armor Training
-
starting equipment
-
Class Features
This means your Class is much more than a title.
It establishes much of the mechanical foundation of your character.
THE 12 CLASSES
The SRD 5.2.1 includes:
BARBARIAN
BARD
CLERIC
DRUID
FIGHTER
MONK
PALADIN
RANGER
ROGUE
SORCERER
WARLOCK
WIZARD
THE SRD'S CLASS OVERVIEW
The Character Creation section gives a quick way to understand what each Class broadly emphasizes:
| Class | “Likes…” | Primary Ability | Complexity |
|---|---|---|---|
| Barbarian | Battle | Strength | Average |
| Bard | Performing | Charisma | High |
| Cleric | Gods | Wisdom | Average |
| Druid | Nature | Wisdom | High |
| Fighter | Weapons | Strength or Dexterity | Low |
| Monk | Unarmed combat | Dexterity and Wisdom | High |
| Paladin | Defense | Strength and Charisma | Average |
| Ranger | Survival | Dexterity and Wisdom | Average |
| Rogue | Stealth | Dexterity | Low |
| Sorcerer | Power | Charisma | High |
| Warlock | Occult lore | Charisma | High |
| Wizard | Spellbooks | Intelligence | Average |
This table is useful when you are deciding:
WHAT KIND OF CHARACTER DO I WANT TO PLAY?
PRIMARY ABILITY
Every Class identifies one or more:
PRIMARY ABILITIES
These are the abilities most central to that Class.
For example:
Barbarian
STRENGTH
Wizard
INTELLIGENCE
Bard
CHARISMA
Monk
DEXTERITY AND WISDOM
WHY PRIMARY ABILITY MATTERS
Your Primary Ability can influence many important Class mechanics.
Depending on the Class, it might contribute to:
-
attacks
-
spellcasting
-
Class feature DCs
-
important Ability Checks
-
other Class Features
This is why the SRD recommends keeping your Class's Primary Ability in mind when assigning Ability Scores.
PRIMARY ABILITIES BY CLASS
| Class | Primary Ability |
|---|---|
| Barbarian | Strength |
| Bard | Charisma |
| Cleric | Wisdom |
| Druid | Wisdom |
| Fighter | Strength or Dexterity |
| Monk | Dexterity and Wisdom |
| Paladin | Strength and Charisma |
| Ranger | Dexterity and Wisdom |
| Rogue | Dexterity |
| Sorcerer | Charisma |
| Warlock | Charisma |
| Wizard | Intelligence |
HIT POINT DIE
Every Class has a:
HIT POINT DIE
also called a:
HIT DIE
The die represents part of the Class's Hit Point progression.
The Classes use:
D6
D8
D10
or:
D12
depending on the Class.
HIT DICE BY CLASS
| Class | Hit Point Die |
|---|---|
| Barbarian | d12 |
| Bard | d8 |
| Cleric | d8 |
| Druid | d8 |
| Fighter | d10 |
| Monk | d8 |
| Paladin | d10 |
| Ranger | d10 |
| Rogue | d8 |
| Sorcerer | d6 |
| Warlock | d8 |
| Wizard | d6 |
LEVEL 1 HIT POINTS
At level 1, the Class also determines the base used for your Hit Point maximum.
| Class | Level 1 HP |
|---|---|
| Barbarian | 12 + Constitution modifier |
| Fighter, Paladin, Ranger | 10 + Constitution modifier |
| Bard, Cleric, Druid, Monk, Rogue, Warlock | 8 + Constitution modifier |
| Sorcerer, Wizard | 6 + Constitution modifier |
So Class choice directly affects how many Hit Points you begin with.
EXAMPLE
Constitution Modifier:
+2
Barbarian
12 + 2:
14 HP
Fighter
10 + 2:
12 HP
Rogue
8 + 2:
10 HP
Wizard
6 + 2:
8 HP
Same Constitution.
Different Class.
Different starting Hit Point maximum.
SAVING THROW PROFICIENCIES
Every Class gives proficiency in:
TWO SAVING THROWS
When you make a Saving Throw using one of those abilities:
ADD YOUR PROFICIENCY BONUS
SAVING THROW PROFICIENCIES BY CLASS
| Class | Saving Throw Proficiencies |
|---|---|
| Barbarian | Strength, Constitution |
| Bard | Dexterity, Charisma |
| Cleric | Wisdom, Charisma |
| Druid | Intelligence, Wisdom |
| Fighter | Strength, Constitution |
| Monk | Strength, Dexterity |
| Paladin | Wisdom, Charisma |
| Ranger | Strength, Dexterity |
| Rogue | Dexterity, Intelligence |
| Sorcerer | Constitution, Charisma |
| Warlock | Wisdom, Charisma |
| Wizard | Intelligence, Wisdom |
SKILL PROFICIENCIES
Your Class also gives you a selection of:
SKILL PROFICIENCIES
Your Background supplies additional Skills separately.
When you are proficient in a Skill:
ADD YOUR PROFICIENCY BONUS
to relevant Ability Checks using that proficiency.
Now let's examine every Class.
1. BARBARIAN
The Barbarian's core theme in the SRD overview is:
BATTLE
Primary Ability:
STRENGTH
Complexity:
AVERAGE
Hit Point Die:
D12
This is the largest Hit Point Die among the twelve Classes.
BARBARIAN SAVING THROWS
Proficient in:
STRENGTH
CONSTITUTION
BARBARIAN SKILLS
Choose:
2
from:
-
Animal Handling
-
Athletics
-
Intimidation
-
Nature
-
Perception
-
Survival
BARBARIAN WEAPONS
Proficient with:
SIMPLE WEAPONS
and:
MARTIAL WEAPONS
BARBARIAN ARMOR TRAINING
Trained with:
LIGHT ARMOR
MEDIUM ARMOR
SHIELDS
BARBARIAN LEVEL 1 FEATURES
At level 1, the Barbarian gains:
RAGE
UNARMORED DEFENSE
WEAPON MASTERY
RAGE — THE CORE IDEA
Rage lets the Barbarian enter a state of primal power as a:
BONUS ACTION
provided the Barbarian isn't wearing Heavy armor.
The complete Barbarian system will be covered in:
LESSON 39
2. BARD
The Bard broadly emphasizes:
PERFORMING
Primary Ability:
CHARISMA
Complexity:
HIGH
Hit Die:
D8
BARD SAVING THROWS
DEXTERITY
CHARISMA
BARD SKILLS
The Bard has unusually broad Skill access.
Choose:
ANY 3 SKILLS
BARD WEAPONS
SIMPLE WEAPONS
BARD TOOLS
Choose:
3 MUSICAL INSTRUMENTS
BARD ARMOR
LIGHT ARMOR
BARD LEVEL 1 FEATURES
BARDIC INSPIRATION
SPELLCASTING
Bardic Inspiration allows the Bard to supernaturally inspire others through:
-
words
-
music
-
dance
and begins with a:
D6 BARDIC INSPIRATION DIE
The complete Bard appears in:
LESSON 40
3. CLERIC
The Cleric broadly emphasizes:
GODS
Primary Ability:
WISDOM
Complexity:
AVERAGE
Hit Die:
D8
CLERIC SAVING THROWS
WISDOM
CHARISMA
CLERIC SKILLS
Choose:
2
from:
-
History
-
Insight
-
Medicine
-
Persuasion
-
Religion
CLERIC WEAPONS
SIMPLE WEAPONS
CLERIC ARMOR
LIGHT ARMOR
MEDIUM ARMOR
SHIELDS
CLERIC LEVEL 1 FEATURES
SPELLCASTING
DIVINE ORDER
Wisdom is the Cleric's spellcasting ability.
Divine Order lets the Cleric choose a sacred role, providing further specialization from level 1.
The complete Cleric appears in:
LESSON 41
4. DRUID
The Druid broadly emphasizes:
NATURE
Primary Ability:
WISDOM
Complexity:
HIGH
Hit Die:
D8
DRUID SAVING THROWS
INTELLIGENCE
WISDOM
DRUID SKILLS
Choose:
2
from:
-
Animal Handling
-
Arcana
-
Insight
-
Medicine
-
Nature
-
Perception
-
Religion
-
Survival
DRUID WEAPONS
SIMPLE WEAPONS
DRUID TOOL PROFICIENCY
HERBALISM KIT
DRUID ARMOR
LIGHT ARMOR
SHIELDS
DRUID LEVEL 1 FEATURES
SPELLCASTING
DRUIDIC
PRIMAL ORDER
Wisdom is the Druid's spellcasting ability.
Druidic gives the character the secret language of Druids and always prepares Speak with Animals.
The full Class appears in:
LESSON 42
5. FIGHTER
The Fighter broadly emphasizes:
WEAPONS
Primary Ability:
STRENGTH OR DEXTERITY
Complexity:
LOW
Hit Die:
D10
FIGHTER SAVING THROWS
STRENGTH
CONSTITUTION
FIGHTER SKILLS
Choose:
2
from:
-
Acrobatics
-
Animal Handling
-
Athletics
-
History
-
Insight
-
Intimidation
-
Persuasion
-
Perception
-
Survival
FIGHTER WEAPONS
SIMPLE WEAPONS
MARTIAL WEAPONS
FIGHTER ARMOR
The Fighter receives the broadest basic Armor Training:
LIGHT ARMOR
MEDIUM ARMOR
HEAVY ARMOR
SHIELDS
FIGHTER LEVEL 1 FEATURES
FIGHTING STYLE
SECOND WIND
WEAPON MASTERY
Fighting Style grants a Fighting Style feat.
Second Wind provides a limited pool of personal recovery.
Weapon Mastery lets the Fighter use the mastery properties of selected weapons.
The Fighter is covered completely in:
LESSON 43
6. MONK
The Monk broadly emphasizes:
UNARMED COMBAT
Primary Abilities:
DEXTERITY
and:
WISDOM
Complexity:
HIGH
Hit Die:
D8
MONK SAVING THROWS
STRENGTH
DEXTERITY
MONK SKILLS
Choose:
2
from:
-
Acrobatics
-
Athletics
-
History
-
Insight
-
Religion
-
Stealth
MONK WEAPONS
The Monk is proficient with:
SIMPLE WEAPONS
and Martial weapons that have:
THE LIGHT PROPERTY
MONK TOOL PROFICIENCY
Choose one:
TYPE OF ARTISAN'S TOOLS
or:
MUSICAL INSTRUMENT
MONK ARMOR TRAINING
NONE
This makes the Monk's Class Features particularly important for defense.
MONK LEVEL 1 FEATURES
MARTIAL ARTS
UNARMORED DEFENSE
Unarmored Defense gives a Monk who isn't wearing armor or wielding a Shield:
AC = 10 + DEXTERITY MODIFIER + WISDOM MODIFIER
The Monk is explored fully in:
LESSON 44
7. PALADIN
The Paladin broadly emphasizes:
DEFENSE
Primary Abilities:
STRENGTH
and:
CHARISMA
Complexity:
AVERAGE
Hit Die:
D10
PALADIN SAVING THROWS
WISDOM
CHARISMA
PALADIN SKILLS
Choose:
2
from:
-
Athletics
-
Insight
-
Intimidation
-
Medicine
-
Persuasion
-
Religion
PALADIN WEAPONS
SIMPLE WEAPONS
MARTIAL WEAPONS
PALADIN ARMOR
LIGHT ARMOR
MEDIUM ARMOR
HEAVY ARMOR
SHIELDS
PALADIN LEVEL 1 FEATURES
LAY ON HANDS
SPELLCASTING
WEAPON MASTERY
Lay On Hands provides a pool of healing power equal to:
FIVE TIMES PALADIN LEVEL
after each Long Rest.
Charisma is the Paladin's spellcasting ability.
The complete Paladin appears in:
LESSON 45
8. RANGER
The Ranger broadly emphasizes:
SURVIVAL
Primary Abilities:
DEXTERITY
and:
WISDOM
Complexity:
AVERAGE
Hit Die:
D10
RANGER SAVING THROWS
STRENGTH
DEXTERITY
RANGER SKILLS
Choose:
3
from:
-
Animal Handling
-
Athletics
-
Insight
-
Investigation
-
Nature
-
Perception
-
Stealth
-
Survival
RANGER WEAPONS
SIMPLE WEAPONS
MARTIAL WEAPONS
RANGER ARMOR
LIGHT ARMOR
MEDIUM ARMOR
SHIELDS
RANGER LEVEL 1 FEATURES
SPELLCASTING
FAVORED ENEMY
WEAPON MASTERY
Wisdom is the Ranger's spellcasting ability.
Favored Enemy gives the Ranger Hunter's Mark as an always-prepared spell and initially allows two castings without expending a Spell Slot, refreshed on a Long Rest.
The complete Ranger appears in:
LESSON 46
9. ROGUE
The Rogue broadly emphasizes:
STEALTH
Primary Ability:
DEXTERITY
Complexity:
LOW
Hit Die:
D8
ROGUE SAVING THROWS
DEXTERITY
INTELLIGENCE
ROGUE SKILLS
Choose:
4
from:
-
Acrobatics
-
Athletics
-
Deception
-
Insight
-
Intimidation
-
Investigation
-
Perception
-
Persuasion
-
Sleight of Hand
-
Stealth
Four starting Class Skill choices give the Rogue especially broad Skill coverage.
ROGUE WEAPONS
The Rogue is proficient with:
SIMPLE WEAPONS
and Martial weapons that have:
FINESSE
or:
LIGHT
ROGUE TOOL PROFICIENCY
THIEVES' TOOLS
ROGUE ARMOR
LIGHT ARMOR
ROGUE LEVEL 1 FEATURES
EXPERTISE
SNEAK ATTACK
THIEVES' CANT
WEAPON MASTERY
At level 1, Expertise applies to:
TWO SKILL PROFICIENCIES OF YOUR CHOICE
The Rogue is covered fully in:
LESSON 47
10. SORCERER
The Sorcerer broadly emphasizes:
POWER
Primary Ability:
CHARISMA
Complexity:
HIGH
Hit Die:
D6
SORCERER SAVING THROWS
CONSTITUTION
CHARISMA
SORCERER SKILLS
Choose:
2
from:
-
Arcana
-
Deception
-
Insight
-
Intimidation
-
Persuasion
-
Religion
SORCERER WEAPONS
SIMPLE WEAPONS
SORCERER ARMOR
NONE
SORCERER LEVEL 1 FEATURES
SPELLCASTING
INNATE SORCERY
Charisma is the Sorcerer's spellcasting ability.
Innate Sorcery allows the Sorcerer to unleash the magic within as a:
BONUS ACTION
for a limited duration, with the specific benefits defined by the feature.
The complete Sorcerer appears in:
LESSON 48
11. WARLOCK
The Warlock broadly emphasizes:
OCCULT LORE
Primary Ability:
CHARISMA
Complexity:
HIGH
Hit Die:
D8
WARLOCK SAVING THROWS
WISDOM
CHARISMA
WARLOCK SKILLS
Choose:
2
from:
-
Arcana
-
Deception
-
History
-
Intimidation
-
Investigation
-
Nature
-
Religion
WARLOCK WEAPONS
SIMPLE WEAPONS
WARLOCK ARMOR
LIGHT ARMOR
WARLOCK LEVEL 1 FEATURES
ELDRITCH INVOCATIONS
PACT MAGIC
At level 1, the Warlock gains:
ONE ELDRITCH INVOCATION
of their choice, subject to any prerequisites.
Pact Magic provides the Warlock's spellcasting through an occult pact.
The complete Warlock appears in:
LESSON 49
12. WIZARD
The Wizard broadly emphasizes:
SPELLBOOKS
Primary Ability:
INTELLIGENCE
Complexity:
AVERAGE
Hit Die:
D6
WIZARD SAVING THROWS
INTELLIGENCE
WISDOM
WIZARD SKILLS
Choose:
2
from:
-
Arcana
-
History
-
Insight
-
Investigation
-
Medicine
-
Nature
-
Religion
WIZARD WEAPONS
SIMPLE WEAPONS
WIZARD ARMOR
NONE
WIZARD LEVEL 1 FEATURES
SPELLCASTING
RITUAL ADEPT
ARCANE RECOVERY
Intelligence is the Wizard's spellcasting ability.
Ritual Adept allows appropriate Ritual-tagged spells in the Wizard's Spellbook to be cast as Rituals without needing to have them prepared.
Arcane Recovery lets the Wizard regain some expended Spell Slots after a Short Rest, within the limits of the feature.
The complete Wizard appears in:
LESSON 50
COMPLETE CLASS COMPARISON
| Class | Primary Ability | Hit Die | Saves | Armor Training |
|---|---|---|---|---|
| Barbarian | Str | d12 | Str, Con | Light, Medium, Shields |
| Bard | Cha | d8 | Dex, Cha | Light |
| Cleric | Wis | d8 | Wis, Cha | Light, Medium, Shields |
| Druid | Wis | d8 | Int, Wis | Light, Shields |
| Fighter | Str or Dex | d10 | Str, Con | Light, Medium, Heavy, Shields |
| Monk | Dex, Wis | d8 | Str, Dex | None |
| Paladin | Str, Cha | d10 | Wis, Cha | Light, Medium, Heavy, Shields |
| Ranger | Dex, Wis | d10 | Str, Dex | Light, Medium, Shields |
| Rogue | Dex | d8 | Dex, Int | Light |
| Sorcerer | Cha | d6 | Con, Cha | None |
| Warlock | Cha | d8 | Wis, Cha | Light |
| Wizard | Int | d6 | Int, Wis | None |
COMPLETE LEVEL 1 FEATURE COMPARISON
| Class | Level 1 Features |
|---|---|
| Barbarian | Rage, Unarmored Defense, Weapon Mastery |
| Bard | Bardic Inspiration, Spellcasting |
| Cleric | Spellcasting, Divine Order |
| Druid | Spellcasting, Druidic, Primal Order |
| Fighter | Fighting Style, Second Wind, Weapon Mastery |
| Monk | Martial Arts, Unarmored Defense |
| Paladin | Lay On Hands, Spellcasting, Weapon Mastery |
| Ranger | Spellcasting, Favored Enemy, Weapon Mastery |
| Rogue | Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery |
| Sorcerer | Spellcasting, Innate Sorcery |
| Warlock | Eldritch Invocations, Pact Magic |
| Wizard | Spellcasting, Ritual Adept, Arcane Recovery |
CLASS PROFICIENCIES COME FROM THE CLASS
This may sound obvious, but it is important during character creation.
Your:
BACKGROUND
and:
CLASS
both contribute proficiencies.
For example:
your Background provides:
-
two Skill Proficiencies
-
one Tool Proficiency
while your Class provides its own listed:
-
Skill choices
-
Saving Throw Proficiencies
-
Weapon Proficiencies
-
possible Tool Proficiencies
-
Armor Training
Record all applicable proficiencies on the character sheet.
ARMOR PROFICIENCY VS. ARMOR TRAINING
The SRD 5.2.1 uses the term:
ARMOR TRAINING
Your Class's Core Traits tell you which armor categories you can use effectively.
The detailed armor rules appear later in:
LESSON 64
WEAPON PROFICIENCY
Weapon proficiency allows you to add your:
PROFICIENCY BONUS
to Attack Rolls made with a weapon in which you are proficient.
Your Class is therefore one of the major sources determining which weapons you can use most effectively.
SIMPLE VS. MARTIAL WEAPONS
Many Classes receive only:
SIMPLE WEAPON PROFICIENCY
Others receive:
SIMPLE + MARTIAL
And some Classes use more specific categories.
For example:
Monk
Simple weapons plus Martial weapons with the:
LIGHT PROPERTY
Rogue
Simple weapons plus Martial weapons with:
FINESSE OR LIGHT
The entire weapon system appears in Lessons 61–63.
STARTING EQUIPMENT
Every Core Class Traits table also provides:
STARTING EQUIPMENT
The Classes generally let you choose between:
-
one or more predefined equipment packages
-
a GP amount that can be used to purchase equipment
For example, the Fighter offers two prepared equipment configurations or:
155 GP
while the Wizard offers a prepared package or:
55 GP
We will cover starting equipment systematically in:
LESSON 34
so you do not need to memorize every package now.
WHAT DOES “BECOMING A CLASS” MEAN AT LEVEL 1?
Each Class description states that if you begin as a:
LEVEL 1 CHARACTER
of that Class, you gain:
ALL TRAITS IN THAT CLASS'S CORE TRAITS TABLE
and:
ALL OF THE CLASS'S LEVEL 1 FEATURES
For example, this structure appears directly in the Barbarian, Bard, Cleric, and other Class entries.
MULTICLASSING IS DIFFERENT
If you later add a Class through:
MULTICLASSING
you do not necessarily gain every Core Trait that a level 1 character beginning in that Class receives.
Each Class description specifies which Core Traits are gained when entering it through multiclassing.
The complete multiclassing system belongs to:
LESSON 37
So for now remember:
STARTING IN A CLASS ≠ MULTICLASSING INTO THAT CLASS
HOW TO CHOOSE YOUR CLASS
A useful SRD-grounded approach is to compare several questions.
QUESTION 1 — WHAT STYLE ATTRACTS YOU?
The SRD's Class Overview offers simple themes:
Want battle?
BARBARIAN
Performing?
BARD
Gods?
CLERIC
Nature?
DRUID
Weapons?
FIGHTER
Unarmed combat?
MONK
Defense?
PALADIN
Survival?
RANGER
Stealth?
ROGUE
Raw power?
SORCERER
Occult lore?
WARLOCK
Spellbooks?
WIZARD
QUESTION 2 — HOW COMPLEX DO YOU WANT THE CLASS TO BE?
The SRD rates Class complexity as:
LOW
AVERAGE
or:
HIGH
LOW COMPLEXITY
FIGHTER
ROGUE
AVERAGE COMPLEXITY
BARBARIAN
CLERIC
PALADIN
RANGER
WIZARD
HIGH COMPLEXITY
BARD
DRUID
MONK
SORCERER
WARLOCK
This can help a new player choose how much mechanical management they want at the table.
QUESTION 3 — DO YOU WANT SPELLCASTING AT LEVEL 1?
Several Classes begin with an explicit spellcasting feature at level 1:
BARD
CLERIC
DRUID
PALADIN
RANGER
SORCERER
WIZARD
The Warlock instead receives:
PACT MAGIC
as its level 1 magical casting system.
QUESTION 4 — HOW MUCH ARMOR DO YOU WANT?
Heavy Armor available from Core Traits
FIGHTER
PALADIN
Light + Medium + Shields
BARBARIAN
CLERIC
RANGER
Light + Shields
DRUID
Light
BARD
ROGUE
WARLOCK
No Armor Training
MONK
SORCERER
WIZARD
The Class's own features can further modify how defense works.
QUESTION 5 — HOW MANY SKILL CHOICES DO YOU WANT?
Examples:
Rogue
CHOOSE 4
Bard
CHOOSE ANY 3
Ranger
CHOOSE 3
Most of the other Classes choose:
2
from their Class-specific lists.
QUESTION 6 — WHAT ABILITY DO YOU WANT TO EMPHASIZE?
If your character concept centers on:
STRENGTH
Barbarian is directly Strength-based, while Fighter and Paladin can also strongly emphasize it.
If you want:
DEXTERITY
Rogue is directly Dexterity-based, and Fighter, Monk, and Ranger also use Dexterity prominently.
If you want:
WISDOM
Cleric and Druid use Wisdom as Primary Ability, while Monk and Ranger use it alongside Dexterity.
If you want:
CHARISMA
Bard, Sorcerer, and Warlock use Charisma, while Paladin uses it alongside Strength.
If you want:
INTELLIGENCE
Wizard has Intelligence as its Primary Ability.
These relationships come directly from the SRD's Class Overview.
A CLASS DOES NOT DEFINE YOUR ENTIRE CHARACTER
Remember that Class is only:
STEP 1
Your complete character also receives identity and mechanics from:
BACKGROUND
SPECIES
LANGUAGES
ABILITY SCORES
ALIGNMENT
FEATS
EQUIPMENT
and your own characterization.
So two characters of the same Class can still be extremely different.
EXAMPLE — TWO FIGHTERS
Both characters are:
FIGHTERS
But one could emphasize:
STRENGTH
wear Heavy armor and fight with martial melee weapons.
Another could emphasize:
DEXTERITY
begin with Studded Leather Armor and a Longbow.
The Fighter's own Core Traits support Strength or Dexterity as its Primary Ability and provide different starting equipment packages.
EXAMPLE — TWO CLERICS
Both use:
WISDOM
as their Primary Ability.
But the level 1:
DIVINE ORDER
feature already offers a choice of sacred role, and later choices further differentiate them.
So even within one Class:
CLASS FEATURES CONTAIN CHARACTER-BUILDING CHOICES
CLASS SELECTION CHECKLIST
Before confirming your Class, check:
1. PRIMARY ABILITY
Does it fit the character you want?
2. HIT DIE
How does the Class's Hit Point foundation compare?
3. SAVING THROW PROFICIENCIES
Which two Saving Throws does it provide?
4. SKILL CHOICES
Does its Skill list support your concept?
5. WEAPON PROFICIENCIES
Simple?
Martial?
Specific Martial categories?
6. ARMOR TRAINING
Heavy?
Medium?
Light?
None?
Shields?
7. TOOL PROFICIENCIES
Does the Class grant any?
8. LEVEL 1 FEATURES
What does the Class actually let you do from the beginning?
9. COMPLEXITY
Does the SRD classify it as Low, Average, or High complexity?
10. THEME
Does the Class's overall concept fit the character you imagine?
COMMON BEGINNER MISTAKES
MISTAKE 1 — CHOOSING A CLASS ONLY BY ITS NAME
Read:
-
Primary Ability
-
Hit Die
-
Proficiencies
-
Armor Training
-
starting features
The mechanical package matters.
MISTAKE 2 — IGNORING PRIMARY ABILITY
Your Class's Primary Ability should be considered when assigning Ability Scores.
MISTAKE 3 — THINKING ALL CLASSES HAVE THE SAME HIT DIE
They range from:
D6
to:
D12
depending on Class.
MISTAKE 4 — THINKING EVERY CLASS GETS MARTIAL WEAPONS
Many Classes receive only Simple weapons.
Others receive Martial weapons or specific subsets.
Use the individual Core Traits table.
MISTAKE 5 — THINKING EVERY CLASS GETS ARMOR
Monk, Sorcerer, and Wizard list:
NO ARMOR TRAINING
in their Core Traits.
MISTAKE 6 — THINKING EVERY CLASS CHOOSES TWO SKILLS
Examples:
-
Bard chooses any 3
-
Ranger chooses 3
-
Rogue chooses 4
MISTAKE 7 — FORGETTING SAVING THROW PROFICIENCIES
Every Class's Core Traits include two.
Record them because they determine when your Proficiency Bonus is added to Saving Throws.
MISTAKE 8 — ASSUMING EVERY MAGIC-USING CLASS WORKS THE SAME WAY
The SRD distinguishes different Class features, including:
SPELLCASTING
and the Warlock's:
PACT MAGIC
Their complete systems will be studied in the individual Class lessons.
MISTAKE 9 — USING MULTICLASS STARTING TRAITS FOR A LEVEL 1 CHARACTER
A character beginning at level 1 in a Class gains:
ALL OF THAT CLASS'S CORE TRAITS
Multiclassing into the Class later can provide a different subset.
MISTAKE 10 — TRYING TO LEARN EVERY CLASS FEATURE NOW
At this stage, you need to understand:
WHAT THE CLASS GIVES YOU AT THE START
The complete level 1–20 progression, subclasses, and detailed abilities will be studied individually in:
LESSONS 39–50
LESSON 29 — KEY TAKEAWAYS
YOUR CLASS DEFINES A MAJOR PART OF YOUR CHARACTER'S MECHANICS
It establishes things such as:
-
Primary Ability
-
Hit Die
-
Saving Throw Proficiencies
-
Skill choices
-
Weapon Proficiencies
-
Tool Proficiencies where applicable
-
Armor Training
-
starting features
THERE ARE 12 SRD CLASSES
BARBARIAN
BARD
CLERIC
DRUID
FIGHTER
MONK
PALADIN
RANGER
ROGUE
SORCERER
WARLOCK
WIZARD
HIT DICE RANGE FROM
D6 TO D12
with the exact die determined by Class.
EVERY CLASS HAS TWO SAVING THROW PROFICIENCIES
These are specified in the Class's:
CORE TRAITS TABLE
CLASSES DIFFER GREATLY IN SKILL ACCESS
Examples:
ROGUE — CHOOSE 4
BARD — CHOOSE ANY 3
RANGER — CHOOSE 3
while many Classes choose two from a specific list.
CLASSES ALSO DIFFER IN WEAPONS AND ARMOR
Some support broad Martial Weapon and Heavy Armor use.
Others have:
NO ARMOR TRAINING
and rely on other defensive mechanics.
LEVEL 1 FEATURES IMMEDIATELY DEFINE PLAY STYLE
Examples:
Barbarian
RAGE
Bard
BARDIC INSPIRATION + SPELLCASTING
Fighter
FIGHTING STYLE + SECOND WIND + WEAPON MASTERY
Rogue
EXPERTISE + SNEAK ATTACK
Wizard
SPELLCASTING + RITUAL ADEPT + ARCANE RECOVERY
The complete starting-feature list for all twelve Classes is contained above.
NEXT LESSON
LESSON 30 — CHARACTER ORIGIN: BACKGROUND, SPECIES, AND LANGUAGES
You have chosen the adventuring path represented by your Class.
Now we answer:
WHERE DID YOUR CHARACTER COME FROM?
Lesson 30 will cover the three elements of Character Origin:
BACKGROUND
SPECIES
LANGUAGES
We will examine:
-
what Background represents
-
how Background affects Ability Scores
-
the Feat granted by a Background
-
Background Skill Proficiencies
-
Background Tool Proficiency
-
starting equipment from Background
-
Species and Species Traits
-
how Species determines Size and Speed
-
using Background and Species to imagine your character's past
-
Common
-
Standard Languages
-
Rare Languages
-
Common Sign Language
-
Draconic
-
Dwarvish
-
Elvish
-
Giant
-
Gnomish
-
Goblin
-
Halfling
-
Orc
-
Abyssal
-
Celestial
-
Deep Speech
-
Druidic
-
Infernal
-
Primordial
-
Sylvan
-
Thieves' Cant
-
Undercommon
-
the Aquan, Auran, Ignan, and Terran dialects of Primordial
This will establish your character's life before the adventure begins.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.